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blender-archive/source/blender/draw/engines/eevee_next/eevee_renderbuffers.cc
Clément Foucault f18067aa03 EEVEE-Next: Add Film and RenderBuffers module
This modules handles renderpasses allocation and filling. Also handles
blitting to viewport framebuffer and render result reading.

Changes against the old implementation:
- the filling of the renderpasses happens all at once requiring
  only 1 geometry pass.
- The filtering is optimized with weights precomputed on CPU and
  reuse of neighboor pixels.
- Only one accumulation buffer for renderpasses (no ping-pong).
- Accumulation happens in one pass for every passes using a single
  dispatch or fullscreen triangle pass.

TAA and history reprojection is not yet implemented.
AOVs support is present but with a 16 AOV limit for now.
Cryptomatte is not yet implemented.
2022-06-30 22:45:42 +02:00

97 lines
3.1 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2021 Blender Foundation.
*/
/** \file
* \ingroup eevee
*
* A film is a fullscreen buffer (usually at output extent)
* that will be able to accumulate sample in any distorted camera_type
* using a pixel filter.
*
* Input needs to be jittered so that the filter converges to the right result.
*/
#include "BLI_rect.h"
#include "GPU_framebuffer.h"
#include "GPU_texture.h"
#include "DRW_render.h"
#include "eevee_film.hh"
#include "eevee_instance.hh"
namespace blender::eevee {
void RenderBuffers::sync()
{
depth_tx.sync();
combined_tx.sync();
normal_tx.sync();
vector_tx.sync();
diffuse_light_tx.sync();
diffuse_color_tx.sync();
specular_light_tx.sync();
specular_color_tx.sync();
volume_light_tx.sync();
emission_tx.sync();
environment_tx.sync();
shadow_tx.sync();
ambient_occlusion_tx.sync();
}
void RenderBuffers::acquire(int2 extent, void *owner)
{
auto pass_extent = [&](eViewLayerEEVEEPassType pass_bit) -> int2 {
/* Use dummy texture for disabled passes. Allows correct bindings. */
return (inst_.film.enabled_passes_get() & pass_bit) ? extent : int2(1);
};
eGPUTextureFormat color_format = GPU_RGBA16F;
eGPUTextureFormat float_format = GPU_R16F;
/* Depth and combined are always needed. */
depth_tx.acquire(extent, GPU_DEPTH24_STENCIL8, owner);
combined_tx.acquire(extent, color_format, owner);
normal_tx.acquire(pass_extent(EEVEE_RENDER_PASS_NORMAL), color_format, owner);
vector_tx.acquire(pass_extent(EEVEE_RENDER_PASS_VECTOR), color_format, owner);
diffuse_light_tx.acquire(pass_extent(EEVEE_RENDER_PASS_DIFFUSE_LIGHT), color_format, owner);
diffuse_color_tx.acquire(pass_extent(EEVEE_RENDER_PASS_DIFFUSE_COLOR), color_format, owner);
specular_light_tx.acquire(pass_extent(EEVEE_RENDER_PASS_SPECULAR_LIGHT), color_format, owner);
specular_color_tx.acquire(pass_extent(EEVEE_RENDER_PASS_SPECULAR_COLOR), color_format, owner);
volume_light_tx.acquire(pass_extent(EEVEE_RENDER_PASS_VOLUME_LIGHT), color_format, owner);
emission_tx.acquire(pass_extent(EEVEE_RENDER_PASS_EMIT), color_format, owner);
environment_tx.acquire(pass_extent(EEVEE_RENDER_PASS_ENVIRONMENT), color_format, owner);
shadow_tx.acquire(pass_extent(EEVEE_RENDER_PASS_SHADOW), float_format, owner);
ambient_occlusion_tx.acquire(pass_extent(EEVEE_RENDER_PASS_AO), float_format, owner);
const AOVsInfoData &aovs = inst_.film.aovs_info;
aov_color_tx.ensure_2d_array(
color_format, (aovs.color_len > 0) ? extent : int2(1), max_ii(1, aovs.color_len));
aov_value_tx.ensure_2d_array(
float_format, (aovs.value_len > 0) ? extent : int2(1), max_ii(1, aovs.value_len));
}
void RenderBuffers::release()
{
depth_tx.release();
combined_tx.release();
normal_tx.release();
vector_tx.release();
diffuse_light_tx.release();
diffuse_color_tx.release();
specular_light_tx.release();
specular_color_tx.release();
volume_light_tx.release();
emission_tx.release();
environment_tx.release();
shadow_tx.release();
ambient_occlusion_tx.release();
}
} // namespace blender::eevee